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@Aesyaan the techs ought to still roll from this mod, you do need fusion power for the first, if it still won't roll it may be another mod with broken techs preventing the game from being able to load techs after it in the mod list.
You can test if the game can see this tech by starting a new game and entering "effect give_technology = { tech = tech_subwarp_drive }" in the console without quotation marks, and seeing if you get given it. If not, check the error log for errors relating to techs and try disabling mods which might be the offenders.
Wish I could figure out a way to make army transports keep using these instead of the hyperdrive, but seems to be something baked into the game logic which prevents that.
I know you're gonna say "it's not the same as slipspace" but it actually is. It's just called something different but the outcome is/was the same.
As an aside, I still wholly believe Paradox will add the other two drive types back in as DLC at the end of the games life when they move on to Stellaris 2.
tobor8888 - Its just the descriptor file. I'll update it today to remove that!
Pitlos Tails - Nothin but patch compatibility!
Jaysus237 - This be the answer, thank you!
Vietnam - It can be very powerful, yeah.
This is usually the case and just means that the descriptor file itself hasn't been updated to say it supports the current version after a game update.
As for two paths, its simpler to invest in your Minister of Exploration (council position for the civic, increases range). Kinda outa luck if you're a Megacorp or Gestalt though.
A range increase would be nice too. Maybe if possible, so we have to choose one or the other path, going either for quicker jumps or bigger range?
Anyways great mod, thx!
However I would still like to ask, if possible, for you to update it and add the drives ftl capability with a -0.99 speed multiplier so that the ships are able to use gateways and l-gates.
It's a very annoying base-game limitation and I really wish paradox would fix it already.
For Subwarp, it should (before and after this) have a a chance to start showing up at the same time as the second tier of hyper drive. The warp drive is later than the third tier hyper drive though, coming in at the start of tier 4 techs as opposed to the end of tier 3 techs.
Anyway thanks for this mod. I am jury rigging a modlist for a Babylon 5 "overhaul", and this makes the Eager Explorers even better for this purpose
Pvt. X. Hocker [1st MRB] - Updated, let me know if you encounter any issues!
The Angry Cheese - It woulda been great!
NotNitehawk - Exactly
Sumadahk - Possibly bad luck, though I haven't checked to see if this mod is currently working.
Riael - I wouldn't even know where to start with that lol
Touriste - I did look into doing that, but events are not yet in my skillset when modding stellaris.
Hyena-Princess - Yeah!
Mzilli - I can't remember, but I believe they have travel time, but its just a day or two at most.
centralknight2010 - I think so, I'll be able to check later to make sure. I'll update if need be.
Mod it as such that when you select a warp drive for your ship you get a hyperdrive with a debuff that makes using hyper relays or whatever -200% speed, so that whenever the check happens the ship chooses to jump instead if it is off of cooldown.
That's because it's a hard code limitation, and not something that's easily fixable. For example, auto explore would have to deal with what to do when the ship finishes surveying a system, but hasn't come off cooldown yet, because that happens a lot.